Character Name: Shieo
Coffee Sage
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Gen DC
High: Genjutsu DC
Average: Evasion (Dodge), Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy
OOC Rank: S-Rank
Bloodline/Core Ability: Mechanist
Kinjutsu: Archsage (All jutsu and ranks owned) (Will Genjutsu is Senjutsu Subtype)
Disciples
Coffee Sage
HP: (55+lvl) x stamina
CP: (45+lvl) x chakra control
Class Bonus: Kinjutsu, +1 Gen DC
High: Genjutsu DC
Average: Evasion (Dodge), Genjutsu Save, Ninjutsu Accuracy
Low: Melee Accuracy, Ranged Accuracy
OOC Rank: S-Rank
Bloodline/Core Ability: Mechanist
Mechanist (20 Points)
Technician - Passive (2 points)
Restriction- May be purchased twice
Proficient with a variety of crafts, a Mechanist is most adept at keeping those around them guessing their exact capabilities.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).
High-Tech - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
The equipment of a Mechanist is always something they take great care in, often designed in such a way to ensure that they are never far from their tools.
Effect: Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the High-Tech weapon to use its item.
Omnitool - Passive (2 points)
A Mechanist is never satisfied; they seek to refine all sorts of processes ranging from the most mundane to the most bizarre. So too, do they apply this line of thinking to their Jutsu. They may craft a special object designed to cast and maintain jutsu on behalf of its wielder; designed in such a way to, of course, be as efficient on resources as possible. The exact properties this object may have is solely up to its creator; some may have it act as a weapon, while another may create one that alters the area around themselves and others.
Effect: The user has a special gear item that does not take up an equipment slot. The Omnitool is targetable via Called Shot: Weapon, and if 'Broken' becomes unusable. Upon learning this skill, the user must choose up to 5 standard purchasable Ninjutsu or Genjutsu, selected from no more than 3 Subtypes. The user may channel these Jutsu through the Omnitool at 80% of their standard cost, and does not need to pay any maintain costs (the Omnitool will maintain it), however the Omnitool may only channel and maintain a single Jutsu at a time. All other rules remain unchanged.
Note: Chosen Jutsu cannot be of a rank higher than the user. The user does not have to meet purchase requirements (such as X-Jutsu mastered, or having certain affinities). Chosen jutsu may be swapped by unlearning/relearning this CA skill.
Lingering Spark - Kinetic Genjutsu
Advanced Clone - Visual Genjutsu
Reapers Gaze - Visual Genjutsu
Gate of Enma - Non-Elemental
Nature’s Guard - Non-Elemental
Ingenious Action - Dependent Special Move (3 points)
While a Mechanist may be all for complex design and long term goals, they are not incapable of acting sporadically in order to best seize the moment immediately, lest they forever lose an opportunity that presented itself.
Effect: When one of the user's Traps are triggered, the user may reflexively follow up with up with a B-Rank or below action of their choice at +20% CP; this attack does not interrupt their current action. May be used once per round. This is counted as a combo.
Emergency Override - Dependent Special Move (3 points)
Time is precious, and time spent recovering from wounds...or dead...is time that could be better invested into furthering their own grand designs. As such; a Mechanist will take great care to add safeguards to various threats they may face not because of any sense of well-being, but simply because it is inefficient.
Effect: May only be used when equipped with a Mechanized Weapon/High Tech or Empowered Armor. When using a Trap, the user may set it on a special trigger; it will trigger when the user fails their Dodge check against an incoming attack. When triggered, the user will dodge the attack and the trap will target their attacker. This is considered an Activated Auto-Dodge, and has a 15 second cooldown from the time the trap is set. The user pays 1.5 AP and 2% Max CP when the trap is triggered (not when it is set).
Enhanced Trigger - Dependent Special Move (2 points)
Complex design that would stump some people seem to dance to the touch of a Mechanist, working far more effectively; and always just as the Mechanist intends.
Effect: The user may pay 150 CP to add a second "Trigger" to a Trap (if they want to). Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.
Jury Rig - Passive (1 point)
Restriction- May be purchased twice
Quirky innovators, a Mechanist can find value in even what others would consider trash. Afterall; time and resources are valuable, so why not repurpose something rather than build from scratch?
Effect: The user gains 1 'Scrap' each time they use a Trap, Tool or Poison. 3 pieces of 'Scrap' may be used to replicate 1 usage of -ONE- of the following item types even if they do not own it; Trap, Tool or Poison. Taking this passive a second time does not increase the amount of Scrap gained, but allows them to replicate a second Item type.
Deflective Shielding - Independent Special Move (2 points)
A Mechanist may create a device that emits stored chakra into a protective shield the blocks the effects of chakra. This might be through chakra stred in a special mechanism or a special organ designed to react similarly, but the resulting shield is both easy to wield, but unfortunately, weak against stronger forces.
Effect: The user may convert up to 4% of their Max CP into a Barrier that has HP of an equal amount. This barrier blocks Ninjutsu and Genjutsu. Lasts until destroyed, or deactivated for 0.5 AP. If deactivated with HP remaining, Deflective Shielding will not cost CP for its next activation and will recharge to its full HP value at the end of the round (if reactivated before recharging, it will have its previous HP value and not regain HP). If destroyed, there is a 10 second cooldown before Deflective Shielding may be used again.
Chakra Disruption Field - Non-Elemental Ninjutsu (1 point, 1 to rank up) - 2
Restriction- A-Rank and up
Nothing displays a Mechanist's thorough understanding of chakra processes than their capability of utterly shutting it down. Through special 'Sigil' which themselves might be some mechanical device, or a special seal, or some horrific display of biotechnology, a Mechanist can render a designated area inhospitable to chakra, thus forcing it to lose its shape and nature. The field does not restrict chakra from being used completely, nor are the effects instant, but they are one-way; within this field roaring flames generated from chakra steadily dim, clones gradually lose shape and disperse into the elements they are composed of, and even fierce pressure of powerful chakra auras fade away before long. Of course, the effects of this field apply to the Mechanist as well.
Rank 1: Creates a 'Disruption Sigil' with 6000 HP. While active, all maintained Chakra costs are multiplied by x1.5 for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 30 seconds.
Rank 2: Creates a 'Disruption Sigil' with 8000 HP. While active, all maintained Chakra costs are doubled for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 20 seconds.
Cost: 3 AP, 4500 CP
Note:
- This is an Terrain jutsu.
- Lasts 30 seconds, until the 'Disruption Sigl' is destroyed, or someone else casts their own Terrain jutsu. Once dispeled, this jutsu requires a 10 second cool down before it may be recast.
- Upon activation, the user makes a Stealth checks against all in battle to place the 'Disruption Sigil' unnoticed. If the user succeeds a check, the 'Disruption Sigil' is considered to be in stealth vs those who failed the check. If Chakra Disruption Field is considered a hidden action, then no Stealth check is needed toward the unaware target; unaware targets are automatically unaware.
- There is no check for other Terrain jutsu to dispel this. Instead, any Terrain jutsu cast while this Jutsu is active have a 50% chance to fail (CP spent on the jutsu is lost). If they are cast successfully, Chakra Disruption Field is dispelled and the Disruption Sigil is destroyed. [/quote]
Technician - Passive (2 points)
Restriction- May be purchased twice
Proficient with a variety of crafts, a Mechanist is most adept at keeping those around them guessing their exact capabilities.
Effect: The user gains +1 Accuracy/Genjutsu DC to any Tool, Trap and Poison equipment. After using any Tool/Trap/Poison (Traps are based when set, not triggered), this bonus will apply to any of the users actions made in the following 5 seconds (not just equipment).
High-Tech - Ability Modification (2 points)
Restriction- Requires the Mechanized Weapon ability
The equipment of a Mechanist is always something they take great care in, often designed in such a way to ensure that they are never far from their tools.
Effect: Mechanized Weapon may no longer be taken multiple times, and the effect is replaced as follows; all the user's weapons each gain a single equipment slot (rather than a single weapon 2 slots). This slot may be used for a Trap, Tool and Poison items. Items used in this way require a 12 second cooldown before they may be reused, and the same Item may not be selected for multiple weapons. The user does not need to be equipped with the High-Tech weapon to use its item.
Omnitool - Passive (2 points)
A Mechanist is never satisfied; they seek to refine all sorts of processes ranging from the most mundane to the most bizarre. So too, do they apply this line of thinking to their Jutsu. They may craft a special object designed to cast and maintain jutsu on behalf of its wielder; designed in such a way to, of course, be as efficient on resources as possible. The exact properties this object may have is solely up to its creator; some may have it act as a weapon, while another may create one that alters the area around themselves and others.
Effect: The user has a special gear item that does not take up an equipment slot. The Omnitool is targetable via Called Shot: Weapon, and if 'Broken' becomes unusable. Upon learning this skill, the user must choose up to 5 standard purchasable Ninjutsu or Genjutsu, selected from no more than 3 Subtypes. The user may channel these Jutsu through the Omnitool at 80% of their standard cost, and does not need to pay any maintain costs (the Omnitool will maintain it), however the Omnitool may only channel and maintain a single Jutsu at a time. All other rules remain unchanged.
Note: Chosen Jutsu cannot be of a rank higher than the user. The user does not have to meet purchase requirements (such as X-Jutsu mastered, or having certain affinities). Chosen jutsu may be swapped by unlearning/relearning this CA skill.
Lingering Spark - Kinetic Genjutsu
Advanced Clone - Visual Genjutsu
Reapers Gaze - Visual Genjutsu
Gate of Enma - Non-Elemental
Nature’s Guard - Non-Elemental
Ingenious Action - Dependent Special Move (3 points)
While a Mechanist may be all for complex design and long term goals, they are not incapable of acting sporadically in order to best seize the moment immediately, lest they forever lose an opportunity that presented itself.
Effect: When one of the user's Traps are triggered, the user may reflexively follow up with up with a B-Rank or below action of their choice at +20% CP; this attack does not interrupt their current action. May be used once per round. This is counted as a combo.
Emergency Override - Dependent Special Move (3 points)
Time is precious, and time spent recovering from wounds...or dead...is time that could be better invested into furthering their own grand designs. As such; a Mechanist will take great care to add safeguards to various threats they may face not because of any sense of well-being, but simply because it is inefficient.
Effect: May only be used when equipped with a Mechanized Weapon/High Tech or Empowered Armor. When using a Trap, the user may set it on a special trigger; it will trigger when the user fails their Dodge check against an incoming attack. When triggered, the user will dodge the attack and the trap will target their attacker. This is considered an Activated Auto-Dodge, and has a 15 second cooldown from the time the trap is set. The user pays 1.5 AP and 2% Max CP when the trap is triggered (not when it is set).
Enhanced Trigger - Dependent Special Move (2 points)
Complex design that would stump some people seem to dance to the touch of a Mechanist, working far more effectively; and always just as the Mechanist intends.
Effect: The user may pay 150 CP to add a second "Trigger" to a Trap (if they want to). Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.
Jury Rig - Passive (1 point)
Restriction- May be purchased twice
Quirky innovators, a Mechanist can find value in even what others would consider trash. Afterall; time and resources are valuable, so why not repurpose something rather than build from scratch?
Effect: The user gains 1 'Scrap' each time they use a Trap, Tool or Poison. 3 pieces of 'Scrap' may be used to replicate 1 usage of -ONE- of the following item types even if they do not own it; Trap, Tool or Poison. Taking this passive a second time does not increase the amount of Scrap gained, but allows them to replicate a second Item type.
Deflective Shielding - Independent Special Move (2 points)
A Mechanist may create a device that emits stored chakra into a protective shield the blocks the effects of chakra. This might be through chakra stred in a special mechanism or a special organ designed to react similarly, but the resulting shield is both easy to wield, but unfortunately, weak against stronger forces.
Effect: The user may convert up to 4% of their Max CP into a Barrier that has HP of an equal amount. This barrier blocks Ninjutsu and Genjutsu. Lasts until destroyed, or deactivated for 0.5 AP. If deactivated with HP remaining, Deflective Shielding will not cost CP for its next activation and will recharge to its full HP value at the end of the round (if reactivated before recharging, it will have its previous HP value and not regain HP). If destroyed, there is a 10 second cooldown before Deflective Shielding may be used again.
Chakra Disruption Field - Non-Elemental Ninjutsu (1 point, 1 to rank up) - 2
Restriction- A-Rank and up
Nothing displays a Mechanist's thorough understanding of chakra processes than their capability of utterly shutting it down. Through special 'Sigil' which themselves might be some mechanical device, or a special seal, or some horrific display of biotechnology, a Mechanist can render a designated area inhospitable to chakra, thus forcing it to lose its shape and nature. The field does not restrict chakra from being used completely, nor are the effects instant, but they are one-way; within this field roaring flames generated from chakra steadily dim, clones gradually lose shape and disperse into the elements they are composed of, and even fierce pressure of powerful chakra auras fade away before long. Of course, the effects of this field apply to the Mechanist as well.
Rank 1: Creates a 'Disruption Sigil' with 6000 HP. While active, all maintained Chakra costs are multiplied by x1.5 for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 30 seconds.
Rank 2: Creates a 'Disruption Sigil' with 8000 HP. While active, all maintained Chakra costs are doubled for any non-Taijutsu maintained effects (does not effect non-chakra maintain costs, such as HP or Natural Energy), and Ninjutsu/Genjutsu which are effected by this may not be maintained longer than 20 seconds.
Cost: 3 AP, 4500 CP
Note:
- This is an Terrain jutsu.
- Lasts 30 seconds, until the 'Disruption Sigl' is destroyed, or someone else casts their own Terrain jutsu. Once dispeled, this jutsu requires a 10 second cool down before it may be recast.
- Upon activation, the user makes a Stealth checks against all in battle to place the 'Disruption Sigil' unnoticed. If the user succeeds a check, the 'Disruption Sigil' is considered to be in stealth vs those who failed the check. If Chakra Disruption Field is considered a hidden action, then no Stealth check is needed toward the unaware target; unaware targets are automatically unaware.
- There is no check for other Terrain jutsu to dispel this. Instead, any Terrain jutsu cast while this Jutsu is active have a 50% chance to fail (CP spent on the jutsu is lost). If they are cast successfully, Chakra Disruption Field is dispelled and the Disruption Sigil is destroyed. [/quote]
Kinjutsu: Archsage (All jutsu and ranks owned) (Will Genjutsu is Senjutsu Subtype)
Disciples
- Umashiashikabihikoji (Bear)
Advanced Shop Battle Related Purchases:- Class Card Change - 35 ASP Used Here
- Class Point Card (Account Wide)
- Ability Point Card (Account Wide)
- Discovery of Contract of Your Choice (One-Time) Used Here
- Item Hoarder
Abilities:
0. Shinobi 101 - Non-Elemental to Gen DC
0. Main Branch - Journeyman
0. Sentinel - ANBU Branch
0. Sage Mode
1. Initiative
2. Elemental Illusion
3. Willpower
4. Mechanized Weapon
5. Contract Mastery
6. Strategist
7. Implacable
8. Sleight of Hand
9. Jutsu Mastery
10. Kinjutsu
11. Kinjutsu
12. Kinjutsu
Major Affinities/Sense Mastery:
1. Will Genjutsu
2. Audial Genjutsu
3. Visual Genjutsu
4. Kinetic Genjutsu
5. Water
6. Fire
7. Lightning
8. Wind
9. Earth
10. Non-Elemental
Minor Affinities/Sense Knowledge:
0. Nothing
Advanced Elements:
1. Sand (Major)
2. Scorch (Major)
3. Paper (Major)
4. Shadow (Major)
5. Mirror (Major)
6. Photon (Major)
7. Kinesis (Major)
8. Dust (Major)
9. Wood (Major)
10. Magnetic (Major)
Strategist Slots
- Prep Hidden Launcher on Mechanized Weapon (Dimeritium Proto-Arm) (Prep with Serpents Blood for free at no cost due to Hidden Launcher) Triggered For Emergency Override
- Prep Dimeritium Proto-Arm w/ Plexitism
- Prep Dimeritium Proto-Arm w/ Twilight Venom
- Prep Dimeritium Proto-Arm for free basic Sneak Attack (Dimeritium Proto-Arm)
- Prep Trap (Ninja Wire) with Enhanced Trigger (Once per round, the user may trigger a trap set with Enhanced Trigger for 1% Max CP; the trap will attempt to effect a target of the user's choice instead of its normal target.)
Inventory & Custom Weapons
Inventory (5+1 Slots from Item Hoarder)
Armor
Light Armor
Utility
Respirator
Miscellaneous
Pouch - Poison
Hidden Weapon
Acid Trap
Ninja Wire Trap
Augments Stored
- Mirage x2
- Daze
- Blood rack
- Lantern
Custom Weapons
[table=100,null]
[tr=bg2]
[td=null,1]Hiraishin Kunai - Standard
Original Art: https://iennidesign.deviantart.com/
The Hiraishin Kunai is a tool designed to operate as the focal point for Shieo's form of Flying Thunder God technique, or in his case an incomplete version of which. The purpose is to prepare fūinjutsu along the grip of the kunai; this particular technique allows Shieo to focus in on the marking and transport his body at incredible speeds without the risk of traveling too far, or through hazards by navigating with the tool itself. Although the tool looks albeit strange, the design choice was to actuate both balance and power for close and ranged combat.
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Mechanized Weapon: Oil Trap
Augments:[/td]
[td=null,1]Stance - 疾
Original Art: https://iennidesign.deviantart.com/
When taking this stance, Shieo emphasizes a priority on speed; leaving his movements fluid and swift.
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Mechanized Weapon: Acid Trap
Augments:[/td]
[td=null,1]Stance - 強
Original Art: https://iennidesign.deviantart.com/
Strength is the fundamental of this stance, seizing opportunity to break a person's defenses and empowering his chakra enhanced strength.
Damage Type: Piercing
Accuracy: +2
Damage: -10%
Special: +5% Called Shot
Mechanized Weapon: Ninja Wire
Augments:[/td]
[/tr]
[tr=bg1]
[td=null,1]Stance - 鎧
Original Art: https://iennidesign.deviantart.com/
This stance is designed primarily with defense in mind; however in the field of the Flying Thunder God. Defense is often times just a different form of offense.
Damage Type: Bludgeon
Accuracy: +2
Damage: -10%
Special: Suppression
Mechanized Weapon: Great Flare
Augments:[/td]
[td=null,1]Stance - 夢
Original Art: https://iennidesign.deviantart.com/
Dreams are often hard to focus in on, when in this stance Shieo is working towards illusions and tricking the foe into a sense of confusion.
Damage Type: Thrown
Accuracy: +2
Damage: -10%
Special: May use hand-seals
Mechanized Weapon: Heart-seekers Seal
Augments:[/td]
[td=null,1]Dimeritium Proto-Arm
The Proto-arm is an advanced prosthetic design created by the insurgent forces of the Tennouzan Church; acquired through a search and destroy mission fronted by Shieo. The primary function of the arm is its inherent properties of being made by Dimeritium which in nature consumes and stores chakra within' its confines. While typically dangerous if not refined and processed properly; this particular prosthetic through uncertain means has found a way to make it both safe for the wearer but also a useful tool with its many compartments and tools integrated.
Damage Type: Puppet
Accuracy: +2
Damage: -10%
Special: Suppression
Mechanized Weapon: Hidden Launcher
Augments:[/td]
[/tr]
[/table]
Contracts
Tsukumogami Contract - Cursed
Coffee Mug
HP: (40+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: -10% Chakra Costs
High: NInjutsu Accuracy
Average: Gen Save, Dodge
Low: Genjutsu DC, Melee Accuracy, Ranged AccuracyLiving Artifact - Tsukumogami Contract Passive
The Tsukumogami; beings that, through some type of infusion of spiritual and natural energy, have 'awoken' to sentience out of normal objects. This contract is widely varied in both appearance and temperance, often having traits akin to the object they were born from. The spirit of a weapon might take a threatening form and be prone to aggression, while one of a mirror might be proud and beautiful.
Effect:
- Once per round the contract may be used to replicate the effect of any consumable item (all costs are paid as normal).
- The user may be considered Cursed; this must be stated in the user's Dojo.- Should a character have the Archsage Kinjutsu, their Senjutsu Manipulation ability's alignment becomes this Alignment rather than Holy.
Identify - Tsukumogami Contract Dependent Special Move
As the spirits of the Tsukumogami contract were once ordinary objects themselves, they have an instinctual connection to other tools. With a touch, they can understand any object's quality, traits, and history, and can even, as the Tsukumogami like to put it, 'persuade' said objects to not work against them. How exactly this is done, only the Tsukumogami may know.
Effect: When a target in battle uses an inventory item, the user may pay 1 AP and 500 CP to reflexively attempt to nullify it. This requires a check of the user's choice between the user and the target, and if the user succeeds, the items use is nullified (still counts as a usage) and cannot be used again for a full round.
Soul Regalia - Tsukumogami Contract Senjutsu
The unique skill of the Tsukumogami contract, one they are only willing to perform with someone who has earned their respect. In this stage the Tsukumogami shares their power with their ally, pooling their strength together in a way that's stronger than either of their two halves. The Tsukumogami often manifests as intricate glowing robes or armor, or equally detailed weapons.
Effect: The user transforms into some type of living item, and equips themselves to one willing Player Character (a Tsukumogami contract may only bond with someone who has the Tsukumogami contract, while someone with Sage Mode may choose any willing ally). While bonded;- The wielder is considered the alignment specified by Living Artifact.
- At the start of each round, the caster transfer's HP to their wielder equal to 20% of the damage taken by the wielder the previous round.
- The caster may grant their wielder up to 3 of their Abilities (if they are a contract), or their full ability list (if they are a PC, excluding Kinjutsu abilities)
- The wielder's secondary stats are whichever are the highest between themselves and the caster. If the wielder's own secondary's are higher than the caster's, then they gain a +1 bonus.
- Legendary Weapon: The caster chooses one of their own weapons or one of their wielder's, and equips it to their wielder. The wielder is treated as having the Weapon Mastery ability for this weapon type. If the wielder unequips or drops the caster, the caster may requip themselves to them without it costing the wielder's AP (it will only cost the Tsukumogami's AP). Upon equipping themselves to their wielder, if their wielder was in the middle of performing an action, then the action will be completed without interference in any way (such as if they were in the middle of performing a technique requiring handseals).
- Wondrous Item: The wielder gains the effect of 1 Gear item chosen by the caster. Additionally, the wielder may use the caster's Living Artifact ability to replicate the effects of an item inplace of the caster.
- Mythic Accessory: The wielder equipped with this item gains the ability to perform the caster's known jutsu list without requiring handseals, or knowing the jutsu themselves. The wielder does not need to meet any jutsu requirements. If used by a PC, cannot share BL/CA/Kinjutsu techniques.
- The contract owner summoning this contract. The contract will pay the cost of this jutsu as normal, and automatically equip itself to its summoner upon being summoned.
- The contract owner entering Sage Mode. The user will pay the cost of this jutsu, and automatically equip themselves to an ally of their choice.
Note:
- This Senjutsu cannot be forcibly dropped, other than the caster willingly choosing to drop this, or if either the caster or wielder reaches 0 HP or CP.
- Upon being dispersed, the wielder's and caster's Hp is averaged between them. Neither may surpass their max Hp/Cp ((if they do, both caster and their wielder will have Hp/Cp equal to the lower amount).
- When sharing abilities, the wielder cannot stack abilities which they already have.
- Overwrites any other similar combination type techniques, dispelling and/or preventing them.
While active;
- The caster may only use up to 1/2 their AP each round.
- The caster cannot perform any offensive actions or rest. The exception to this is if used by an Archsage, they may still perform their Archsage Jutsu.
- The caster may only target themselves/their wielder. They are the same entity.
- The caster and their wielder share Genjutsu senses, Clone limits, Creation limits, etc.
- The caster may cast supporting jutsu that normally target themselves (Such as clones or buffing taijutsu) on their wielder, do to being the same entity.
- Actions which target the caster will instead target their wielder.Ancient Wisdom - General Contract Ability
While many contracts are reclusive and rarely show themselves to the outside world, do not make the mistake of assuming them to be unworldly; many contract beasts live lives far longer than humans, and with this age comes experience. Experience that can benefit those who heed its advice.
Effect:
- While the contract is present in battle, its allies gain a bonus based on its custom class 'High' stat(s); this bonus is +1 Acc/Dodge/DC/Save and +5% Damage dealt with it. These bonuses do not apply towards caps.
- Example; the contract with this ability having Nin Acc and Gen DC in high would grant its allies +1 to Nin Acc/Nin Dodge/Gen DC/Gen Save, and +5% Ninjutsu/Genjutsu damage.Healing Factor
While everyone possess a natural recuperation rate, recovering over time with rest, there exist many who tend to just...keep coming back for more, and don't learn when to give up. Persistent to the end, It is hard to keep those with this trait down for long before they spring back up, regardless of the injury.
Information:
Prerequisites: D Rank
Effect:
- The user regains 3% Max HP at the beginning of each round.
- All Medical Jutsu are +10% more effective on the user.
Special Action - Quick Healer: At the end of a round the user may choose to pay CP equal to 5% of the damage done to the player during the round, to regain 5% of the HP lost by the player during the round.Fearless
Many people fear death above all else, but the shinobi who embraces death as a simple part of the career, they find they have nothing to fear. Without the fear of death itself, there is nothing to fear at all or so the user of this ability feels. They do not fear pain or dying and thus do not fear anyone or anything.
Information:
Prerequisites: C-Rank
Effect:
- +10% Damage Reduction to all Damage types (includes Illusionary)
- -1 to Evasion and Gen Save.
Jutsu
Sub-types: Paper, Medical, ANBU
S-Rank: 4 E-Rank, 4 D-Rank, 4 C-Rank, 4 B-Rank and 6 A-Rank jutsus
Bear Contract
Unko
HP: (35+lvl) x Player's Chakra Control
CP: (35+lvl) x Player's Chakra Control
Class Bonus: +5% Called Shot, +1 Acc
High: Melee Accuracy
Average: Gen Save, Dodge, Ninjutsu Accuracy
Low: Genjutsu DC, Ranged AccuracyPaws of Earth-Shattering Destruction and Tyranny...
Little squish beans, really.
Damage Type: Unarmed
Accuracy: +2
Damage: -10%
Special: May afflict suppression
Augments:
Augments Purchased: HereSavage Blow - Bear Contract Passive
While they may lack the nimble movement of other creatures, when it comes to raw might few can rival the beasts of the bear contract. Each of their strikes carries crushing weight.
Effect: Whenever the user's attack inflicts Called Shot, Bleeding or Suppression on a target, the victim will also be Suppressed for +.5 Ap. This only applies to non-illusory attacks, and cannot suppress someone beyond the suppression limit.
Primal Fury - Bear Contract Dependent Special Move
There are few things that can cause someone to question their own mortality as thoroughly as stumbling across an enraged beast. Regardless if they are a wise sage or brute warrior, all members of the bear contract are capable of channeling their rage to become juggernauts bearing ferocious might.
Effect: Increases an attack's Cp cost by +30%, but also increases its damage and chance of inflicting Bleed/Suppression/Called Shot by a percentile amount equal to half of the percent of the user's Maximum HP that is missing. The user has a chance of being unable to select a target for this attack equal to bonus of this special move. May be used once per round when above 75% Max Hp, twice per round when between 50%-75% Max Hp, and three times per round when below 50% Max Hp.
Note(s):
- Example: If the user is missing 20% of their maximum HP then Primary Fury adds 10% additional damage and a 10% additional chance to inflict Bleeding/Suppression/Called Shots to the attack it is used with.
This percent is always rounded down to the nearest whole value (11.64% becomes 11%).
Maul - Bear Contract Senjutsu
An attack with little actual grace but instead based purely on brute force. Victims are often left torn and mangled beyond recovery.
Effect: Deals 5500 damage to one target. Each limb has a 10% chance of suffering a Called shot penalty.
Cost: 3 Ap, 2750 Cp
Note:
- Jutsu subtype is chosen when the contract creature is designed; determining its accuracy and damage type.
- May only be used once per round, and only when the user is below 50% Max Hp.Called Shot
This ability teaches where all the good spots to aim are. With this ability, you can more easily disable someone, make precise shots, and restrict movement. The 8 types of called shots are: Arms, Legs, Head, Hands, Feet, Neck, Heart, Weapon.
Information:
Prerequisites D Rank
Effect:
- Called Shots only take half the usual accuracy Penalties.
- +5% Called Shot chance.
- User can inflict Broken rank debuffs.Initiative
Whether it be a fight or a race, these people will always take the chance to move ahead of time, before their opponents could even react. Gaining the advantage of surprise to those who would fall behind.
Information
Prerequisites: D-Rank
Effect: The user is capable of prioritizing actions up to a total cost of 1 AP which are modded as 0 AP Timing per round. All costs are paid as normal.
Notes:
This may be split between multiple actions.
This does not include Binds.
Does not stack with other AP-prioritizing abilities (such as Seikon's Unreal Celerity, or Temporal Strider's World Standstill).Earth - Chakra Style
The user may choose a single effect from Offensive OR Defensive. Re-entering the style at the cost of 0.5 AP allows the user to change effects.
Prerequisite: 4 Mastered Earth Jutsu
Offensive:
- Shatter: Whenever the user uses a Offensive Earth-Based Attack, it has a chance of inflicting Shatter penalty on a limb.
- Shatter penalty cannot be healed by any means for the remainder of the battle.
- Shatter raises the called shot of a random limb by 1 level.
- Called shot level cannot reach Broken status unless the user has the Called Shot ability. Should the random limb selected be one which has maxed out it's Called shot penalty then this has no effect.
- Base Chance of inflicting Shatter is 5%. May only be increased with Called Shot Chance buffs up to a maximum of 15%.
- After Quake the user may treat non-maintainable Offensive Earth based jutsu as a maintainable jutsu by paying 70% of the chakra cost per round for a maximum of 2 rounds. Maintaining jutsu this way gives the attacks a -2 penalty to hit the target again and -10% base damage. This effect lasts for up to two rounds and requires a full round of cool down before it may be used again.
- During the round of cool down the user gains +4% to the secondary effect of Earth Jutsu for every earth jutsu used after the first capping at +16%
- Craggy Exterior: Melee Contact against the user has 15% chance of inflicting Suppression against the attacker.
- Melee contact is when the user attacks with melee accuracy or is attacked with melee accuracy.
- Gaia's Veil: Whenever the user performs an Earth-based Action, they gain +0.5 Stealth, capping at +2 Stealth. The user may trade their +2 Stealth for the ability to attempt to enter stealth as a free action.
- Using the Stealth free action removes the +2 Stealth buff before the Awareness check.
- This may only be done twice per round.
Jutsu
Sub-types: Medical, Earth, Unarmed
S-Rank: 4 E-Rank, 4 D-Rank, 4 C-Rank, 4 B-Rank and 6 A-Rank jutsus
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